Refactor removing extra space and add break line for { (#5533)

Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
This commit is contained in:
Maicon Santana
2026-02-05 14:10:55 +00:00
committed by GitHub
parent d4f636151b
commit f43e049444
18 changed files with 35 additions and 23 deletions

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@ -4,7 +4,7 @@ Hello contributors! Welcome to raylib!
Do you enjoy raylib and want to contribute? Nice! You can help with the following points: Do you enjoy raylib and want to contribute? Nice! You can help with the following points:
- `C programming` - Can you write/review/test/improve the code? - `C programming` - Can you write/review/test/improve the code?
- `Documentation/Tutorials/Example` - Can you write some tutorials/examples? - `Documentation/Tutorials/Example` - Can you write some tutorials/examples?
- `Porting to other platforms` - Can you port/adapt/compile raylib on other systems? - `Porting to other platforms` - Can you port/adapt/compile raylib on other systems?
- `Web Development` - Can you help [with the website](https://github.com/raysan5/raylib.com)? - `Web Development` - Can you help [with the website](https://github.com/raysan5/raylib.com)?

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@ -44,7 +44,7 @@ float GetCharacter(float n, vec2 p)
// Main shader logic // Main shader logic
// ----------------------------------------------------------------------------- // -----------------------------------------------------------------------------
void main() void main()
{ {
vec2 charPixelSize = vec2(fontSize, fontSize); vec2 charPixelSize = vec2(fontSize, fontSize);
vec2 uvCellSize = charPixelSize/resolution; vec2 uvCellSize = charPixelSize/resolution;

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@ -63,7 +63,7 @@ float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
} }
// SRC: https://iquilezles.org/articles/boxfunctions // SRC: https://iquilezles.org/articles/boxfunctions
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad) vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
{ {
vec3 m = 1.0/rd; vec3 m = 1.0/rd;
vec3 n = m*ro; vec3 n = m*ro;

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@ -19,7 +19,8 @@ uniform float ampY;
uniform float speedX; uniform float speedX;
uniform float speedY; uniform float speedY;
void main() { void main()
{
float pixelWidth = 1.0/size.x; float pixelWidth = 1.0/size.x;
float pixelHeight = 1.0/size.y; float pixelHeight = 1.0/size.y;
float aspect = pixelHeight/pixelWidth; float aspect = pixelHeight/pixelWidth;

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@ -42,7 +42,7 @@ float GetCharacter(float n, vec2 p)
// Main shader logic // Main shader logic
// ----------------------------------------------------------------------------- // -----------------------------------------------------------------------------
void main() void main()
{ {
vec2 charPixelSize = vec2(fontSize, fontSize); vec2 charPixelSize = vec2(fontSize, fontSize);
vec2 uvCellSize = charPixelSize / resolution; vec2 uvCellSize = charPixelSize / resolution;

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@ -61,7 +61,7 @@ float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
} }
// SRC: https://iquilezles.org/articles/boxfunctions // SRC: https://iquilezles.org/articles/boxfunctions
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad) vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
{ {
vec3 m = 1.0/rd; vec3 m = 1.0/rd;
vec3 n = m*ro; vec3 n = m*ro;

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@ -17,7 +17,8 @@ uniform float ampY;
uniform float speedX; uniform float speedX;
uniform float speedY; uniform float speedY;
void main() { void main()
{
float pixelWidth = 1.0/size.x; float pixelWidth = 1.0/size.x;
float pixelHeight = 1.0/size.y; float pixelHeight = 1.0/size.y;
float aspect = pixelHeight/pixelWidth; float aspect = pixelHeight/pixelWidth;

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@ -38,7 +38,7 @@ float GetCharacter(int n, vec2 p)
// Main shader logic // Main shader logic
// ----------------------------------------------------------------------------- // -----------------------------------------------------------------------------
void main() void main()
{ {
vec2 charPixelSize = vec2(fontSize, fontSize); vec2 charPixelSize = vec2(fontSize, fontSize);
vec2 uvCellSize = charPixelSize/resolution; vec2 uvCellSize = charPixelSize/resolution;

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@ -23,7 +23,8 @@ uniform vec3 viewPosition;
const float QUADRATIC = 0.032; const float QUADRATIC = 0.032;
const float LINEAR = 0.09; const float LINEAR = 0.09;
void main() { void main()
{
vec3 fragPosition = texture(gPosition, texCoord).rgb; vec3 fragPosition = texture(gPosition, texCoord).rgb;
vec3 normal = texture(gNormal, texCoord).rgb; vec3 normal = texture(gNormal, texCoord).rgb;
vec3 albedo = texture(gAlbedoSpec, texCoord).rgb; vec3 albedo = texture(gAlbedoSpec, texCoord).rgb;

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@ -5,7 +5,8 @@ layout (location = 1) in vec2 vertexTexCoord;
out vec2 texCoord; out vec2 texCoord;
void main() { void main()
{
gl_Position = vec4(vertexPosition, 1.0); gl_Position = vec4(vertexPosition, 1.0);
texCoord = vertexTexCoord; texCoord = vertexTexCoord;
} }

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@ -10,7 +10,8 @@ in vec3 fragNormal;
uniform sampler2D diffuseTexture; uniform sampler2D diffuseTexture;
uniform sampler2D specularTexture; uniform sampler2D specularTexture;
void main() { void main()
{
// store the fragment position vector in the first gbuffer texture // store the fragment position vector in the first gbuffer texture
gPosition = fragPosition; gPosition = fragPosition;
// also store the per-fragment normals into the gbuffer // also store the per-fragment normals into the gbuffer

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@ -59,7 +59,7 @@ float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
} }
// https://iquilezles.org/articles/boxfunctions // https://iquilezles.org/articles/boxfunctions
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad) vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
{ {
vec3 m = 1.0/rd; vec3 m = 1.0/rd;
vec3 n = m*ro; vec3 n = m*ro;

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@ -22,7 +22,8 @@ uniform float ampY;
uniform float speedX; uniform float speedX;
uniform float speedY; uniform float speedY;
void main() { void main()
{
float pixelWidth = 1.0/size.x; float pixelWidth = 1.0/size.x;
float pixelHeight = 1.0/size.y; float pixelHeight = 1.0/size.y;
float aspect = pixelHeight/pixelWidth; float aspect = pixelHeight/pixelWidth;

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@ -139,14 +139,14 @@ int main(void)
Ball *ball = &balls[i]; Ball *ball = &balls[i];
// The ball is not grabbed // The ball is not grabbed
if (!ball->grabbed) if (!ball->grabbed)
{ {
// Ball repositioning using the velocity // Ball repositioning using the velocity
ball->pos.x += ball->vel.x * delta; ball->pos.x += ball->vel.x * delta;
ball->pos.y += ball->vel.y * delta; ball->pos.y += ball->vel.y * delta;
// Does the ball hit the screen right boundary? // Does the ball hit the screen right boundary?
if ((ball->pos.x + ball->radius) >= screenWidth) if ((ball->pos.x + ball->radius) >= screenWidth)
{ {
ball->pos.x = screenWidth - ball->radius; // Ball repositioning ball->pos.x = screenWidth - ball->radius; // Ball repositioning
ball->vel.x = -ball->vel.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit ball->vel.x = -ball->vel.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
@ -159,12 +159,12 @@ int main(void)
} }
// The same for y axis // The same for y axis
if ((ball->pos.y + ball->radius) >= screenHeight) if ((ball->pos.y + ball->radius) >= screenHeight)
{ {
ball->pos.y = screenHeight - ball->radius; ball->pos.y = screenHeight - ball->radius;
ball->vel.y = -ball->vel.y*ball->elasticity; ball->vel.y = -ball->vel.y*ball->elasticity;
} }
else if ((ball->pos.y - ball->radius) <= 0) else if ((ball->pos.y - ball->radius) <= 0)
{ {
ball->pos.y = ball->radius; ball->pos.y = ball->radius;
ball->vel.y = -ball->vel.y*ball->elasticity; ball->vel.y = -ball->vel.y*ball->elasticity;

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@ -1,7 +1,8 @@
#include <math.h> #include <math.h>
#include "raylib.h" #include "raylib.h"
int main() { int main()
{
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
@ -17,7 +18,8 @@ int main() {
SetTargetFPS(60); SetTargetFPS(60);
while (!WindowShouldClose()) { while (!WindowShouldClose())
{
cam.position.x = sin(GetTime())*10.0f; cam.position.x = sin(GetTime())*10.0f;
cam.position.z = cos(GetTime())*10.0f; cam.position.z = cos(GetTime())*10.0f;

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@ -894,7 +894,8 @@ void SwapScreenBuffer(void)
const canvas = Module.canvas; const canvas = Module.canvas;
const ctx = canvas.getContext('2d'); const ctx = canvas.getContext('2d');
if (!Module.__img || (Module.__img.width !== width) || (Module.__img.height !== height)) { if (!Module.__img || (Module.__img.width !== width) || (Module.__img.height !== height))
{
Module.__img = ctx.createImageData(width, height); Module.__img = ctx.createImageData(width, height);
} }

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@ -875,7 +875,8 @@ void SwapScreenBuffer(void)
//const canvas = Module['canvas']; //const canvas = Module['canvas'];
const ctx = canvas.getContext('2d'); const ctx = canvas.getContext('2d');
if (!Module.__img || (Module.__img.width !== width) || (Module.__img.height !== height)) { if (!Module.__img || (Module.__img.width !== width) || (Module.__img.height !== height))
{
Module.__img = ctx.createImageData(width, height); Module.__img = ctx.createImageData(width, height);
} }

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@ -721,7 +721,8 @@ int main(int argc, char *argv[])
char v = structs[i].fieldType[originalIndex][k]; char v = structs[i].fieldType[originalIndex][k];
if ((v == '*') || (v == ' ') || (v == ',')) if ((v == '*') || (v == ' ') || (v == ','))
{ {
if (nameEnd != -1) { if (nameEnd != -1)
{
// Don't copy to last additional field // Don't copy to last additional field
if (fieldsRemaining != additionalFields) if (fieldsRemaining != additionalFields)
{ {
@ -1011,7 +1012,8 @@ int main(int argc, char *argv[])
((linePtr[c - 4] == 'v') && ((linePtr[c - 4] == 'v') &&
(linePtr[c - 3] == 'o') && (linePtr[c - 3] == 'o') &&
(linePtr[c - 2] == 'i') && (linePtr[c - 2] == 'i') &&
(linePtr[c - 1] == 'd'))) { (linePtr[c - 1] == 'd')))
{
break; break;
} }